Wednesday, March 2, 2011

Another Completed Army

Well, my Ogre Kingdoms army has been finished. Yes, I know their skin isn't the usual gray shown in the book, but I think the fleshtone looks much better. Shown is the full 2,250 point army. My army lists are as follows:

2,000 point army
Tyrant with The Tenderiser, Glittering Scales, the Other Trickster's Shard, & Mawseeker Big Name
Slaughtermaster
Bruiser with Battle Standard, Heavy Armor, Enchanted Shield, Talisman of Preservation
7 Bulls with Ironfist, Bellower, Standard Bearer
8 Bulls with Ironfist, Bellower, Standard Bearer
10 Ironguts with Bellower, Standard Bearer, Banner of Eternal Flame
2 Leadbelchers

2,250 point army
Tyrant with The Tenderiser, Glittering Scales, the Other Trickster's Shard, & Mawseeker Big Name
Slaughtermaster with Bloodcleaver, Wyrdstone Necklace, Ironcurse Icon, Luck Gnoblar, Tooth Gnoblar
Bruiser with Battle Standard, Cathayan Longsword, Heavy Armor, Enchanted Shield, Talisman of Preservation, Luck Gnoblar
7 Bulls with Ironfist, Light Armor, Bellower, Standard Bearer
8 Bulls with Ironfist, Light Armor, Bellower, Standard Bearer
10 Ironguts with Bellower, Standard Bearer, Banner of Eternal Flame
2 Leadbelchers with Bellower
2 Leadbelchers with Bellower

I like the compact size of the army, The Light Armor and Ironfists are usually panned on the internet, but the little bit of deflection helps against swarms of lower strength attacks, and the Ironfists give me a Parry Save in hand-to-hand combat.

The Mawseeker Big Name does make my tyrant Stupid, but with him bunkered together with the Battle Standard in the Ironguts, he should almost never fail a leadership test to shake the effects off, and it makes him Immune to Psychology, meaning he'll never be reduced to WS 1 against Terror inducing opponents. His equipment loadout makes him adept at fighting in challenges, where he'll hit at Strength 7, inflict D3 wounds per failed save, and force the re-roll of any successful ward saves. His Toughness of 6 and inflicting a -1 to-hit modifier should help see him through all but the most difficult opponents, and then he'll have his 5 wounds to fall back on.

The Slaughtermaster will buff units, and with his loadout at 2,250 points he should be able to keep himself alive by preying on rank-and-file troops. Even if the Wyrdstone necklace inflicts a wound on him before the battle, between the Bloodcleaver and being able to heal himself with Gut-Magic he should make it through any battle without a problem.

The Bruiser Battle Standard Bearer is geared up for pure survival. His Cathayan Longsword buffs his Weapon Skill, making him tougher to hit for heroes. His other equipment should be pretty straight-forward- He has the best Ward and Armor save available to him.

Two large-ish units of Bulls form the mainstay of the force. Their ability in combat comes entirely from volume of attacks. Note the lack of Champions- 20 points for only a +1 attack bonus simply isn't worth it. This does cause a bit of a problem for my Slaughtermaster's bunker unit (the 7 Bulls) in that he either has to accept challenges or hide in the second rank. Luckily he won't have to retire until after the Magic Phase!

The Ironguts are sort of a Gut-Star lite. The unit isn't big enough to qualify as a true Gut-Star (in my opinion), but with the Tyrant and Bruiser in it the unit should be a fairly brutal opponent. The Banner of Eternal Flame is to deal with tough monsters like Hydras, Hell Pit Abominations, and other units with Regeneration.

The Leadbelchers serve a dual purpose. On one hand they deal with smaller threats like skirmishers and fast cavalry. On the other hand they hunt warmachines. Of course, with only a single casualty inflicting a Panic test, they are a touch fragile...

In the end, the army is theoretically sound. Next step; taking it out on the battlefield.

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